protot/src/modules/RenderUtils.h

69 lines
2.0 KiB
C++

#ifndef RENDERUTILS_H
#define RENDERUTILS_H
#pragma once
#include "GLFW/glfw3.h"
#include <bgfx/bgfx.h>
// Forward declarations
struct RenderState;
namespace bgfxutils {
struct Mesh;
}
struct Mesh {
bgfxutils::Mesh* mBgfxMesh = nullptr;
std::vector<Vector4f> mVertices;
std::vector<Vector3f> mNormals;
std::vector<Vector4f> mColors;
Vector3f mBoundsMin = Vector3f(0.f, 0.f, 0.f);
Vector3f mBoundsMax = Vector3f(0.f, 0.f, 0.f);
~Mesh();
void Update();
void UpdateBounds ();
void Merge (const Mesh& other,
const Matrix44f &transform = Matrix44f::Identity());
void Submit (const RenderState *state, const float* matrix) const;
void Transform (const Matrix44f &mat);
static Mesh *sCreateCuboid (float width, float height, float depth);
static Mesh *sCreateUVSphere (int rows, int segments, float radius = 1.0f);
static Mesh *sCreateCylinder (int segments);
static Mesh *sCreateCapsule (int rows, int segments, float length, float radius);
};
namespace bgfxutils {
bgfx::ShaderHandle loadShader(const char *_name);
bgfx::ProgramHandle loadProgram(const char *_vsName, const char *_fsName);
bgfx::ProgramHandle loadProgramFromFiles(const char *_vsFileName, const char *_fsFileName);
bgfx::TextureHandle loadTexture(const char *_name, uint32_t _flags = BGFX_TEXTURE_NONE, uint8_t _skip = 0,
bgfx::TextureInfo *_info = NULL);
void calcTangents(void *_vertices, uint16_t _numVertices, bgfx::VertexDecl _decl, const uint16_t *_indices,
uint32_t _numIndices);
Mesh *meshLoad(const char *_filePath);
void meshUnload(Mesh *_mesh);
void meshSubmit(const Mesh *_mesh, uint8_t _id, bgfx::ProgramHandle _program, const float *_mtx,
uint64_t _state = BGFX_STATE_MASK);
void meshSubmit(const Mesh *_mesh, const RenderState*_state, uint8_t _numPasses, const float *_mtx,
uint16_t _numMatrices = 1);
// Loads the mesh data from a VBO into a bgfx Mesh
// Mesh *createMeshFromVBO (const MeshVBO& mesh_buffer);
void meshTransform (Mesh* mesh, const float *mtx);
}
#endif